Only the decals have a texture export workflow. I still need to write the others.no clue if this is me doing something wrong or something but for some reason on decal maker 2 i cant seem to export merged normal maps?
Only the decals have a texture export workflow. I still need to write the others.no clue if this is me doing something wrong or something but for some reason on decal maker 2 i cant seem to export merged normal maps?
ok just wanted to know. i really like how its coming out though.Only the decals have a texture export workflow. I still need to write the others.
Add: Storable Action named "Clear All Frames" that will reset DecalMaker
Add: Storable string chooser named "Clear Chosen Frames" that will allow you to clear selected regions or types. ex: "all", "all decal maps", "all normal maps", "DecalTorso"
Add: VR controllers now work with the texture edit UI. Move, rotate and scae with the VR controller ( Hold A to select for Occulus )
Add: All texture types can be exported and saved to disk. Decal, Normal and Spec/Gloss
Minor bug fixes and code cleanup.
I see the problem with the Specular textures in the export and link UI. Internally it is using SpecularXXXX when the name should be SpecXXX so the list is never populated.New update's awesome! I've noticed a couple issues though. When exporting spec textures none of the textures actually appear in the menu to select.
Also loading the plugin causes VaM to hang for 5-10 seconds when it used to load instantly beforehand. This happens both when it's loaded for the first time and any time after that.
I'm not sure I understand the question? If you open the linking UI while in a Normal panel all Normal textures should show for linking.Thanks for the new update, Chokaphi!
As an aside, would there be an issue supporting linking for Normal layers (via UI)?
I ment older VAR version of DecalMaker2, so which release does the delay start in. 50,51, or is it just 52Sorry, spot on, meant the spec/gloss rather than the normal layers.
As an aside, I've definitely noticed the hang as well. Unsure re. older VAM version.
It definitely started in 52. Issue doesn't happen for me at all in any previous version.I ment older VAR version of DecalMaker2, so which release does the delay start in. 50,51, or is it just 52
Wow, my sentence parsing is horrid. Sorry about that.I ment older VAR version of DecalMaker2, so which release does the delay start in. 50,51, or is it just 52
DecalMaker 2: Beta 2.10
Misc: Edited asset bundle and removed unneeded assets that may have effected performance.
Add: Button to Thumbnail to cycle the Background color for transparent textures. May help visibility
Add: Button to Thumbnail to clear the current selected texture.
Fix: Specular textures did not show in texture save and Link UI
Fix: Correct misspelling of Chosen
Fix: Increase font size of LinkID when using the LinkID menu.
Fix: Save file may have a string.empty blendmode name...
Just wanted to add to this as I'm also experiencing the same issue. Since 52 it started hanging a bit when loading but became stable after a while on one person, but when I loaded it onto the second person the hang was even worse and could lead to SteamVR crashing. Never had an issue in earlier versions aside from expected lag when loading textures. It also persists in 53.I ment older VAR version of DecalMaker2, so which release does the delay start in. 50,51, or is it just 52
Just wanted to add to this as I'm also experiencing the same issue. Since 52 it started hanging a bit when loading but became stable after a while on one person, but when I loaded it onto the second person the hang was even worse and could lead to SteamVR crashing. Never had an issue in earlier versions aside from expected lag when loading textures. It also persists in 53.
I do have a bunch of presets set up and the plugin auto loads them based on Appearance name, as far as I understand, so maybe that also makes the problem worse because it's rushing to load the plugin and the preset at the same time?
Regardless, the plugin is still amazing and I'm glad it's still being worked on